Paracount Julistar

Guillermo Manus's page

42 posts. Alias of AlanM.


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M Human Scoundrel 3/Scout 1/Soldier 1

"For better or for worse, it's done."


Mechanics: 1d20 + 15 ⇒ (16) + 15 = 31


M Human Scoundrel 3/Scout 1/Soldier 1

"Got it," Manus says in response to the Captain's orders; pulling all of the needed pieces off of the shelves before attempting to jury-rig a com-link together.

Mechanics: 1d20 + 15 ⇒ (1) + 15 = 16

"Sorry sir, but I seem to be missing one or two important components..."


M Human Scoundrel 3/Scout 1/Soldier 1

"Roger that," Manus briskly says as he raises his rifle and heads on out.


Stealth: 1d20 + 13 ⇒ (7) + 13 = 20
Perception: 1d20 + 10 ⇒ (15) + 10 = 25


M Human Scoundrel 3/Scout 1/Soldier 1
Ianthé Jack wrote:


"However, we do have two droids that might serve as a bit of firepower. If anyone wants to take a minute to improve their condition, I'll see if we can't arrange some cover fire."

"Sorry, but we don't have the time to fix them up, and I definitely don't have the time to extract the missile launchers. They'll have to do in their current condition." Standing back up, Manus readies his rifle, and is set to get moving.


M Human Scoundrel 3/Scout 1/Soldier 1
Captain Quan Jenkins wrote:

"Okay. Great job, Pvt Jack. Welcome to the team. We can use your skills indeed. Any time I can I can give you hand as well.

"Let's scavenge what we can. Manus, do you think we can get the rocket launcher off these things, and be able to use it independently."

Aid Another, Mechanics check.
Success!

Not sure; lemme give it a look..."


Knowledge: Technology: 1d20 + 10 ⇒ (17) + 10 = 27
Mechanics: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20


M Human Scoundrel 3/Scout 1/Soldier 1

Let's say first aid; I was at 28; First Aid brings me to 50, which is full.

Wincing as Rolin patches him up, Manus turns to Jack, "Thanks for that; a shame about Nalis, but thankfully I'm not forced to deal with the computers; I've always been better with hardware than software. Anyways, would you need some help to put up a firewall to stop the rebels from taking control back? Because we need to get to the command tower and capture the rebel leaders once the generator is secured."

Aid Another: Use Computer: 1d20 + 10 ⇒ (1) + 10 = 11


M Human Scoundrel 3/Scout 1/Soldier 1

"Well, here goes nothing," Manus says with a swallows as he hefts the explosive package and then darts out of cover, heading towards the mostly uninjured crab droid, and hurling the paired blocks of detonite underhanded at it, blowing it once it is near the feet of the droid.

Move action to AA5, Throwing the block at X10, assuming the blast radius of 1 square/5 feet would catch the crab droid; if not, then throw it one more square, to W11 and take a -3 off of my attack roll (-2 for short range, -1 to offset Point Black shot
Attack Roll (+1 Force Point spent): 1d20 + 1d6 + 7 + 1 + 1 ⇒ (17) + (3) + 7 + 1 + 1 = 29
Damage Roll (5d6 +2 dice for Demo, +2 for quantity): 9d6 ⇒ (3, 2, 3, 1, 4, 6, 1, 6, 2) = 28


M Human Scoundrel 3/Scout 1/Soldier 1

Muttering to himself about "frakking droids" Manus keeps his head down while pulling out a couple of blocks of plastic explosives and binding them together with some mesh tape before popping in a detonator and securing it with more mesh tape. Hefting it he gets ready to toss it in.

Readying two blocks of detonite for an even bigger boom


M Human Scoundrel 3/Scout 1/Soldier 1

Would it be possible to quickly rig up something with a little more bang? Like say a block or two of detonite with a remote detonator to toss at the droids feet and give it an unwelcome surprise?


M Human Scoundrel 3/Scout 1/Soldier 1

"Yep, Calahan was right; we should have a rocket launcher for this." Taking the time to line up the shot, Manus fires away at the damaged combat droid

Aim at D3, Fire
Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage: 3d8 ⇒ (6, 7, 8) = 21

Sorry about disappearing for a day; I got busy all of a sudden.
And that damage should be 1 higher from point blank shot


M Human Scoundrel 3/Scout 1/Soldier 1

Grunting as a couple of blaster bolts graze him, scorching his armor and giving him a few small burns, Manus takes a deep breath, steps up, and lobs his grenade towards the droid that shot at him.


Swift Action: Second Wind since that autofire knocked me down to 25 of 50 hp; back up to 39 hp

Move Action: Move to AF3

Standard Action: Frag Grenade at Droid D4
Attack: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 4d6 ⇒ (1, 6, 1, 1) = 9


M Human Scoundrel 3/Scout 1/Soldier 1

Climbing to his feet, Manus shakes this head, trying to clear it before scrambling into the doorway and laying flat against the wall to see the attacking droids, a frag grenade in hand.

Stand up and get over to AE-2, flat against the wall for cover.


M Human Scoundrel 3/Scout 1/Soldier 1

Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13


M Human Scoundrel 3/Scout 1/Soldier 1

Hearing the blaster fire all around him, Manus shoves Calahan out of the way, hops into the landspeeder to position it for ramming the wall and then gets out to jam the accelerator down with the helmet from Rolins. Leaping back, the landspeeder races towards the wall...


If needed:
Mechanics: 1d20 + 15 ⇒ (12) + 15 = 27
Pilot: 1d20 + 11 ⇒ (17) + 11 = 28


M Human Scoundrel 3/Scout 1/Soldier 1

Initiative: 1d20 + 11 ⇒ (6) + 11 = 17

"I don't think that you driving this speeder would be such a good idea; she's going to make a helluva battering ram, and you do not want to be in the middle of it..."


M Human Scoundrel 3/Scout 1/Soldier 1

Looking up as he begins to wire in the explosives, Manus looks over Rolin's shoulder saying, "Right, thanks for the help with the fuel lines, do you mind grabbing one of those rebels' helmets to wedge the accelerator down?"

Yeah sure, one block of detonite to give it a little more oomph:
Mechanics Check to set it: 1d20 + 15 ⇒ (18) + 15 = 33

So the detonite does 14d6 damage (5d6 base +2d6 Demoliionist)x2 for DC 25 Mechanics check


M Human Scoundrel 3/Scout 1/Soldier 1

Whistling as he works, somewhat oblivious to what's going on, Manus looks up at the alarm going off before diving back underneath the hood of the landspeeder muttering to himself about "Frakking gun-happy troopers..."

Mechanics 1: 1d20 + 15 ⇒ (10) + 15 = 25
Mechanics 2: 1d20 + 15 ⇒ (7) + 15 = 22

Also, I have some detonite if need be...


M Human Scoundrel 3/Scout 1/Soldier 1

Looking over the landspeeder, Manus begins to follow the appropriate wires that would need to be cut and spliced in order to hot wire the vehicle before looking up at Rolin's and Calahan's conversation. "So what are we doing? Because I'm fairly positive that I can get this baby to work as an impromptu battering ram..."

Mechanics of +15, Pilot of +11, Use Comp of +10...


M Human Scoundrel 3/Scout 1/Soldier 1

"Roger." Taking care to keep his head down, Manus moves toward the barricade, firing as he comes to a stop.

Moving six squares, then stopping to autofire. Also, I miscalculated last time, I should have had +0 to hit. My Bad. It is right this time though.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 3d8 ⇒ (7, 5, 1) = 13


M Human Scoundrel 3/Scout 1/Soldier 1

"Sorry folks; you chose the wrong side." Manus quietly says to himself as flicks the carbine to autofire and begins to unload on the rebel militia.

Autofire Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 3d8 ⇒ (2, 4, 7) = 13


M Human Scoundrel 3/Scout 1/Soldier 1

Sounds good to me!


M Human Scoundrel 3/Scout 1/Soldier 1

5 ft radius; the blast at Endor would be because of all of the secondary explosions. Also, the Mechanics check is more along the lines of finding the ideal spot to place the charge for maximum effect, which would probably cover secondary explosions.


M Human Scoundrel 3/Scout 1/Soldier 1

Making sure that no one is in the way, Manus quickly says, "You might want to look away," before he sets off the explosive.

Meeting the DC 35, the charge does triple damage. And with my Demolitionist talent, that is a 36d6 blast that ignores the wall's Damage Reduction.
Damage to the wall: 36d6 ⇒ (3, 1, 4, 3, 1, 1, 3, 2, 3, 1, 5, 2, 1, 2, 3, 2, 3, 3, 3, 5, 3, 1, 4, 1, 6, 5, 4, 6, 2, 2, 2, 4, 6, 5, 2, 2) = 106


M Human Scoundrel 3/Scout 1/Soldier 1

Looking up as people are calling his name, Manus pulls himself together as he has not had much actual combat experience, mainly being stationed at bases and on starships where his technical knowledge is most useful.
Taking a look around, Manus approaches the best target to absolutely wreck the AA turret (probably a load-bearing wall) and carefully pulls out an explosive charge and detonator.

"Alright, everybody get out of the way; once this blows you want to get through the hole ASAP, because this place will probably be coming down."
Taking Iggin's advice for where to place the charge, Manus places the charge against the wall and secures it with plenty of mesh tape from his utility belt before arming it and backing up, detonator in hand.

I'm assuming that I'd have Mesh Tape in my Utility belt; I mean, it is only 5 credits...
Also, I don't need to roll to place the detonator since I have a +15 to the roll and it is a DC 10 roll.

Mechanics Check to place the device: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37


M Human Scoundrel 3/Scout 1/Soldier 1

Arming a frag grenade, Manus tosses a frag grenade over the barrier, following Harry's stun grenade.

Frag Grenade to C/D 5/6
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 4d6 ⇒ (2, 3, 2, 2) = 9


M Human Scoundrel 3/Scout 1/Soldier 1

Nope, got 11 hp to go before below half hit points. Also, I'll have just gotten to one knee, if that's alright.

Listening to the battle-hardened veteran's plan, Manus simply says, "Roger" before moving in and opening up on the rebels along the way.

Move to H9, autofire centered at the intersection of C/D 5/6 in order to hit them all.
Attack Roll (+1 to hit if the Insight is still going): 1d20 + 7 + 1 - 5 ⇒ (10) + 7 + 1 - 5 = 13
Damage Roll: 3d8 + 1 ⇒ (5, 4, 6) + 1 = 16


M Human Scoundrel 3/Scout 1/Soldier 1

Smiling when the door opens with virtually no problem, Manus's face quickly switches to an expression of "Oh crap" when the grenade comes popping out of door and blows, knocking the wind out of him. Peeking around the edge of the door to get an idea as to where they are hiding, he picks up his carbine and dashes across the field of fire to get to a location where he can return fire and drops prone to offer a smaller target.

Draw the Carbine, move to K11, and drop prone, ready to start firing next turn.


M Human Scoundrel 3/Scout 1/Soldier 1

And if I can't take 10 on it, here is my check: 1d20 + 15 ⇒ (19) + 15 = 34


M Human Scoundrel 3/Scout 1/Soldier 1

"I might not need to blow this open, just give me a few seconds..."

Pulling out his security kit, Manus begins to work on the door, trying to get it so that way he can open it at a moment's notice.

If I can, I'll take 10 on the panel, which gives me a result of 25 to get the door. Also, I'll wait on opening it until everyone else is ready.


M Human Scoundrel 3/Scout 1/Soldier 1

Sprinting to the edge of the bunker and using it as cover, Private Manus aims his carbine right at the door, ready to shoot at anyone coming through, waiting for the rest of his squad to catch up to him.

Double move up to J1, and using the bunker as cover from the door; using the Trust action to ready an attack at any enemies that poke their heads up. I'll blow open the door once everyone is here.


M Human Scoundrel 3/Scout 1/Soldier 1

Whispering over the comlink a nearly inaudible "Aye-aye, sir," Manus quickly nods to Nalis and with a quiet "Cover me," he slips out of cover, a grenade in each hand and he quickly darts as close to the bunker as he can before tossing in one of the grenades, armed and ready to blow.


So stealthing to R2, Stealth Check: 1d20 + 13 ⇒ (10) + 13 = 23
and then I'll toss a grenade at the Intersection of L/M 5/6, which catches R1, R2, and the e-web in it's blast radius.

Attack via Frag Grenade: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 (Point-Blank Shot; I think it'd apply to the attack roll, but probably not the damage) that I'm Force Pointing for the extra accuracy: 1d6 ⇒ 6

Damage: 4d6 ⇒ (6, 6, 2, 4) = 18


M Human Scoundrel 3/Scout 1/Soldier 1

Initiative: 1d20 + 11 ⇒ (1) + 11 = 12

Creeping forward, a grenade in hand, PFC Manus continues to try to get closer to the bunker before the blaster bolts start flying.

Trying to sneak up to X2 via a double move
Stealth Check: 1d20 + 13 ⇒ (14) + 13 = 27


M Human Scoundrel 3/Scout 1/Soldier 1

4 rolls? Well, here goes nothing...
Stealth 1: 1d20 + 13 ⇒ (17) + 13 = 30
Stealth 2: 1d20 + 13 ⇒ (14) + 13 = 27
Stealth 3: 1d20 + 13 ⇒ (13) + 13 = 26
Stealth 4: 1d20 + 13 ⇒ (19) + 13 = 32


M Human Scoundrel 3/Scout 1/Soldier 1

"Fair point Calahan, but if I am able to sneak up close enough, tossing in a few grenades would take no effort, especially if they aren't paying attention to me. And if you start firing when I get about here (AI3), I should be able to sneak around them and blow them sky high. Now I only have two frags; if anyone else has an extra they'd like to donate to the cause..."


M Human Scoundrel 3/Scout 1/Soldier 1

Listening to the tactics that are being discussed for Iggins, Calahan, and Rolin, Gil speaks up once they start talking about targets.
"Now, I need to get up behind that bunker in order to blow the turret; I should probably take a different path than the rest of you to help avoid notice, hopping from cover to cover (The bushes at AR6, AH3, and V3) until I get close enough to sneak behind them and take them by surprise. Just wait until I'm far enough in that to see me they would need to turn their heads from the group of you firing to see me, and we should be good."


M Human Scoundrel 3/Scout 1/Soldier 1

Taking care to keep his head down, Gil waits for Iggins's recon as he slips out of the drop-pod and crouches in some nearby brush, not moving more than a dozen meters from the drop site.


Perception: 1d20 + 10 ⇒ (13) + 10 = 23


M Human Scoundrel 3/Scout 1/Soldier 1

Taking care to properly stow the varied explosives that he has been provided, Manus snaps to attention when the Colonel addresses him. "No sir, that won't be necessary," he says before heading off to his bunk, to get as much shut-eye as possible, as he is going to need it for the mission.


M Human Scoundrel 3/Scout 1/Soldier 1

Listening to the tactical briefing, Gil looks like he is simply passively absorbing the given information, but anyone who looks at his eyes can see their rapid movement as he scans the maps taking in all of the relevant information.

"Sir, what sort of explosives will we be given for this mission?" he asks, still staring at the map, trying to commit it to memory as best he can. "Also, regarding the shield generator, what degree of destruction would be acceptable? I ask because if time is such an important factor, the most time efficient route would be to simply blow the shield's power source; take that out, the shield goes down quickly, and the explosives can be detonated remotely so that way we can blow them while on the move, minimizing the likelihood of being caught, and unless it is something exotic, the power supply to the shield generator ought not to be too difficult to replace, sir."


M Human Scoundrel 3/Scout 1/Soldier 1

Looking at his wrist chrono, PFC Guillermo Manus swears before bolting from the docking bay where he was helping a new mechanic fix a damaged shuttle engine, "Sorry, I've got a meeting to catch, you can take it from hear, right?" he says as he dashes to get to his new assignment on time, wiping his hands on the grease towel he carries with him. "Damn it, I even got here early to avoid this..." he thinks to himself as he nears the conference room where he is to meet his new squad.
Arriving just in time, he takes a moment to straighten his uniform and toss his grease towel in a nearby garbage bin, making sure that nothing is out of place or covered in grease before calmly walking into the room as if he wasn't in a rush at all. "Private Guillermo Manus, reporting for duty, sir!" he says to the two officers in the room, as he stands rigidly at attention, the picture of an attentive soldier of the Empire, marred only by a sole spot of grease on his right ear.


M Human Scoundrel 3/Scout 1/Soldier 1
Hosh Iggins wrote:
AlanM, on your sheet, your Fort and Reflex should be 5 higher. You add your level to all defenses.

Thanks, I thought I tweaked that, but I must have forgotten to hit save. And it's actually 7 and 6 respectively (due to the Stormtrooper Armor)


M Human Scoundrel 3/Scout 1/Soldier 1

Hit Points
1d8 ⇒ 8
1d8 ⇒ 5
1d10 ⇒ 10
1d8 ⇒ 4

Oops, for some reason I thought scoundrel had a d8, not a d6
1d6 ⇒ 2
1d6 ⇒ 5

And the reroll
1d6 ⇒ 1

And the reroll's reroll
1d6 ⇒ 3

And the total is
18+3+5+10+4+(2*5) = 50


"Second Lieutenant Guillermo Manus reporting for duty, sir."

Here's my submission for a field engineer/demolitions officer.
I'm planning Guillermo, or Gil for short, to be a younger officer, who has shown being rather adept with machines and explosives and as such he has shown his value to the Empire, which is why he has been chosen for this assignment. Also, perhaps as a bit of a foil to Harry and/or Quan, he will be a more by-the-books soldier, mainly because of his lack of real combat experience.

Also, I have a quick question regarding character creation: Are you using Destinies and/or Backgrounds?